About the Game
After hostilities have broken out in Central Europe, the race is on as a pressured US Navy escort force battle off Soviet bomber and submarine attacks on a perilous quest to reinforce NATO defenders in Europe. Meanwhile, in the Persian Gulf, the conflict between Iran and Iraq risks escalating into a larger confrontation between superpowers as both sides indiscriminately attack neutral merchant shipping. And in the Norwegian Sea, an outnumbered Soviet surface force challenges the might of a massive US Navy amphibious force bound for occupied Norway...
Brought to you by the lead designer of Cold Waters, Sea Power lets you control NATO and Warsaw Pact forces in a modern naval conflict. Whether it's gunning it out with Boghammars in a surface duel, fighting off aerial attackers armed with long-range missiles, or hunting for enemy submarines with aircraft and surface ships, advanced weaponry and sensors are at your disposal.
Can you successfully hide your forces while detecting and tracking theirs? It is up to you to play an advanced game of cat and mouse on the high seas, to seize the initiative and attack with the advantage of surprise on your side. And at all times, you have to observe rules of engagement and take care not to cause an unnecessary incident that could lead to escalation. After all, you cannot really be sure just who that radar contact at 30.000 feet is, can you?
Features List
Cold war era between the '60s and '80s
Theatres including North Atlantic, Persian Gulf, Gulf of Tonkin and Mediterranean Area
Dynamic Campaign - theatre scale [beta version launching 2026]
Rich variety of historical and fictional single scenarios
Over 150 Naval units, including original ships and more than 60 aircraft
Pausable real-time controls with time compression options
Dynamic time of day and weather per engagement
Custom soundtrack
Realtime combat
Advanced flight and ship physics
Advanced sensor modeling
Full user scenario editor
Save games everywhere/every time
Detailed and accurate 3D graphics
130 weapon systems and 50 different ground objects
Land facilities and real-world terrain
Planned Early Access Roadmap
Below is our currently planned early access roadmap for Sea Power.

Screenshots
14 images
Version Information
Steam Patch Notes
Official update history
Hello from the Triassic Games team!
We are pleased to release a new Sea Power update to the community today.
This incremental update includes a broad range of fixes and refinements across the game, with particular attention given to save/load stability. Following a recent development push in this area, 0.7.10 delivers a substantial round of improvements aimed at making the feature more reliable.
In addition, 0.7.10 includes a range of updates to units and weapons, and new functionality continues to be added to the Mission Editor and Encyclopedia. Several legacy scenarios have been reworked as well.
Please see below for details on some of these features and the full change list for this release. Thank you for your continued support of Sea Power!
[img src="{STEAM_CLAN_IMAGE}/37689804/57356710261bc3f5d87cb5e2aec7328729d1af8b.png"]
Miscellaneous Improvements
This release includes a number of much requested quality of life improvements. Not all are listed, so please check the full change list at the end of the post:
Added ability to Loop waypoints, along with support for loops in the Mission Editor.
After placing your loop, right click on the final waypoint and click Loop. The unit will now loop between the waypoints until given a new waypoint.
Fixed the UI issue where long lists of items would scroll back to the top when an item was clicked (!)
Added number of Weapon Channels and Targets for each missile launcher when hovering over the weapon, clarifying why weapons sometimes will not fire (e.g., out of channels).
Updated the Linear Campaign UI slightly to make it more intuitive and easier to use
Added new mouse hover option on targets to show kinematic/sensor range, probability of kill, and other info (with level of detail configurable in Options)
Added missile range and flight profile charts to Encyclopedia
Moved more functionality into the Mission Editor: Allowed Targets For Missiles, among others.
[img src="{STEAM_CLAN_IMAGE}/37689804/b6bec6af2a8c9ad90b2d06f5ca699da6fc1570f6.png"]
Updated Scenarios
Two legacy missions have been completely reworked to fit new game mechanics and to improve playability. Included in this latest round of reworks is the community's absolute favorite mission, "Mind the Gap" from the Calculus of Conflict linear campaign, which has been completely rebuilt. The original has been moved into the NATO missions folder for those who enjoyed the challenge!
NATO/Dangerous Straits (1985): With hostilities underway in Europe, the Soviet Black Sea Fleet has taken heavy losses to NATO in the eastern Med. Their final surviving heavy unit is the carrier Kiev, which is attempting to retire north to the Black Sea via the Bosporus. Take charge of the NATO units in the area to sink her before she escapes.
Calculus of Conflict Campaign - Mission 03 Mind the Gap - NATO (1988): After the events of 09-10MAY, both NATO and the Warsaw Pact are rapidly mobilizing their forces into a wartime posture. The USSR is deploying its submarine fleet and is attempting to break out its submarines into the North Atlantic. Task Group Greyhound, from U.S. 2nd Fleet, has been directed to cover the approaches of the GIUK Gap and to stop all USSR submarines from entering the Atlantic.
NATO/Mind the Gap - Original (1988): From the "Calculus of Conflict" campaign, this is the original version of mission 3 "Mind the Gap". This ASW focused mission requires the player to find and sink four USSR submarines in the GIUK Gap. Loved by some and hated by many, this mission is not for the faint of heart!
[img src="{STEAM_CLAN_IMAGE}/37689804/d121d062c8e36b1187a8d285daaa785d249d692c.png"]
Preview
Finally, we wanted to leave you with a small preview of something currently under development by our Skunk Works program. Suffice it to say that some contemporary misconceptions about the nature of the world of Sea Power will be things of the past:
[img src="{STEAM_CLAN_IMAGE}/37689804/de0be52339c1964f13a00efc3815e705c1c33cd5.png"]
We will have more info to share on this topic in the coming weeks. Thanks to the community for your continued support!
– The Triassic Games team
Full change list
Newly added features in this release:
EXPERIMENTAL: Units: implemented DateBased loadouts for many aircraft, changing their weapon loadout depending on scenario date, with an asterisk in the Unit Reference listing every possible weapon type
Ability to loop waypoints by right clicking on the final waypoint and hitting "Loop"; also added support for Looping waypoints in the Mission Editor
Added Weapon Channels and Targets info on weapon hover, to better indicate why certain systems may not fire and help salvo planning
Shift+RMB now detaches unit from formation
Added unique event ID for user feedback for easier bug tracking
Added new mouse hover option on contacts to show kinematic/sensor range, probability of kill, etc (with configurable option for level of detail provided)
Encyclopedia: Added Missile range and flight profile charts
Encyclopedia: Added aircraft dates, and mod sources to the encyclopedia
Mission Editor: Added "Pre-mission" aircraft launch preparation; requires Action_PrepareFlightDeck=True to be set manually in mission INI file
Mission Editor: Support of PrepareFlightDeckAction on mission load
Mission Editor: Support of Action_PrepareFlightDeck on mission file save
Mission Editor: "ReturnToFormation" order now possible for waypoints in mission INI files
Mission Editor: Support of CampaignVariables in Mission Editor file save/load
Mission Editor: Added new dropdown in Groups tab for Allowed Targets For Missiles. Mission makers can now setup allowed lists of targets for anti-ship missiles from each unit (intended for use with SSGNs, works with all units)
Mission Editor: Campaign variable values can be displayed in trigger messages
Units: 1984 refit of Knox class (based on FF-1077 Ouellet w/ CIWS and SQR-18)
Units: "Late" loadout to Adams class DDG
Units: coastal launchers for HY-1, HY-2, HY-4
Units: SA.313b Alouette II light transport/attack helicopter
Units: Indonesia mast flags
Units: Jianghu II (053H1) now has 'Late' loadout with PL-5 SAM launchers
Units: New civilian/generic T2 tanker vessel
Units: New Iranian Delvar class cargo ship
Units: New Sampan spy ship
Weapons: Add time limited option for missiles
Weapons: AA-11 Archer (Vympel R-73A)
Weapons: FAB-1500, FAB-3000, FAB-9000
Weapons: Gabriel III and IIIA/S missiles (for Sa'ar 4.5 and Kurnass)
Weapons: RGM-8H Antiradiation Talos missile
Weapons: Yu-1G (passive homing model of Yu-1 straight running torpedo)
Weapons: SY-1, HY-2, HY-4
Weapons: Add range and size gating, as well as optional INS drift
Weapons: R.530 air-to-air missile
Changes from previous release:
Updated rules for displaying ranges and accuracy on map
Increased size of Linear Campaign timeline control buttons for ease of use
Removed unused Formation Editor button from Mission Briefing
Enabled Back button in linear campaign on first step to show the Pause menu when pressed for more natural campaign exit
Improvements to the on-hover weapon display
Next waypoint altitude is taken from previous waypoint, not from current aircraft position
Improve missile tracking
Removed default horizon ranges for aircraft and helicopters weapons
Improved handling of bomb drops
Removed unnecessary "track" callout from "Greyhound away" US VO
Add lift factor option for missiles
Missile size penalty ignores helicopters, can be modified by InterceptSizePenaltyMultiplier
Missile guidance for improve side-aspect shots
Improve climb performance of high cruise speed aircraft
Encyclopedia now has its default date set to 1985 to better reflect DateBased loadouts
Steamworks SDK
Stores Editor: Duplicate ammunition entries removed for torpedo tubes on submarines
Simplified definition of if waypoint is reachable
ARM firing on a target requires emissions even with fire on bearing
Bomb deviation changes
Missile loft improvements and improved guidance
Improve logic when firing at incoming missiles
Bump missile min speed
Small tweaks to Torpedo depth keeping when entering water
Units: Oliver Hazard Perry FFG now has a 'Late' loadout with RIM-66E and RGM-84C
Units: OHP FFG now has Mk92 search radar alongside the Mk92 fire control radar in the 'Egg'
Units: Added AA-11 to MiG-23MLD, MiG-23A
Units: Ka-27PL now has Splash Drop (Osminog) radar
Units: added AGM-86C CALCM to B-52G in 'LandAttack' loadout
Units: added 'Early' loadouts for USN SSBNs without towed arrays and with Mk37
Units: added 'Late' loadout for Yushio class SSK with a towed array
Units: USN SSBNs now have MOSS decoys
Units: Soviet ships with helicopters now can carry Ka-29
Units: MiG-17, Lim-6, revised loadouts
Units: MiG-23A, MIG-23MLD, revised A/A loadouts
Units: Ka-25 only ships are no longer allowed to use Ka-29
Units: EA-6B now no longer has 'SEAD' loadout as AGM-45 was never carried, AGM-88A HARM loadout is in 'SEADAdvanced' loadout
Units: BB Iowa, CGN Long Beach, CGN Virginia, DD Spruance (ABL): all received 'AntiShip' and 'LandAttack' loadouts with majority TASM/TLAM missiles respectively
Units: E-2C Hawkeye radar changed from APS-125 (1974) to APS-138 (1983)
Units: allow SH-3H to operate from spruance DDs
Units: Ticonderoga CG now includes CG-51 Thomas S Gates
Units: F-15A now no longer has chaff/flare countermeasures (ALE-45 was not equipped until after 1985)
Units: F-4E Kurnass loadouts reworked, now includes AIM-7 sparrow and DateBased functionality
Units: E-2C, S-3A - removed chaff/flare countermeasures
Units: renamed "MiG-23" to "MiG-23MLD"
Units: E-3A callsigns
Units: Osa 1, Osa 2, updated CIWS turret model and tweaked Styx missile positions
Units: all ships now have corrected (increased) drag values, now will slow down quicker than before
Sensors: SQS-35 IVDS added passive mode
Sensors: various corrections to soviet airborne radars
Sensors: all laser designators can now only designate against 1 target
Sensors: added unique ESM/ELINT sensors to all US/USSR submarines, replacing the generic submarine ESM sensor they all shared
Sensors: added Active Intercept sensor to nearly every submarine, allows for detection of active sonar emissions from all angles
Sensors: Reverted offensive jamming characteristics to 0.6.8 values
Sensors: updated range and minimum altitude performance of many radars, especially Soviet air search radars
Sensors: Head Lights FCR now has 2 target channels instead of the previous 1, due to the dual antenna arrangement
Sensors: revised Cyrano family performance
Weapons: corrected damage, blast radius, and armor penetration of all bombs and depth charges
Weapons: increased MaxLoftAlt of all lofting AAM/SAMs to reflect their highest flight altitudes (all over 100kft)
Weapons: AIM-9L/M max launch altitude increased to 65,000ft
Weapons: second pass on soviet medium range AAM thrust, burn time, range, and typical firing parameters
Weapons: additional tweaks to all AAM typical firing parameters
Weapons: tweak TypicalTargetSpeed values for short-range AAMs (improvement in range against cold targets)
Weapons: tweaks to SM-1MR and AA-7/8 drag and range performance
Weapons: flight profiles for SA-N-6, SA-N-7, SA-11, AS-4, AS-4B
Weapons: AIM-9L/M, RIM/AIM-7M, AIM-54A, all received a less severe speed penalty (more effective against fast targets)
Weapons: SA-11, SA-N-7, increased MaxAttackVelocity (1550kn -> 2200kn)
Weapons: reduced minimium altitude of most IR AAMs
Weapons: Harpoon block IB (xGM-84B/C, and RGM-109B TASM) terminal altitude: 20ft -> 15ft
Weapons: Harpoon block IC (xGM-84D) terminal altitude: 20ft -> 7ft
Weapons: tweaked high-altitude performance of some missiles, notably SM-2 and AIM-54 should lose less speed at altitude
Weapons: corrected flight profiles of ASM-1, Sea Killer Mk.II, Otomat Mk.I, Gabriel II
Weapons: tweaked the behavior of SS-N-12, SS-N-19, SS-N-22 slightly (fixed LO-LO to SS-N-12)
Weapons: drag and flight profiles of most AGMs corrected
Weapons: Mk112 (ASROC) and Mk29 (Sea Sparrow) reload time changed 300s -> 600s and 1800s -> 900s respectively
Weapons: corrected textures for Yu-3, Yu-4A
Weapons: SS-N-2 Styx, SY-1/HY-1
Weapons: Slightly reduce time of flight for SM-1MR
Weapons: added RangeGate and SizeGate to appropriate radar-guided anti-ship missiles
Campaign: Calculus of Conflict: reworked "03 Mind the Gap" entirely
Campaign: updated Calculus of Conflict events to match new Mind the Gap mission
Campaign: Strike Group Molniya: Added capability to pre-plan all flight decks to each mission; aircraft ready groups can now be changed by the player at mission start without incurring delay penalty
Campaign: Strike Group Molniya: added commander name input into initial events; reflected commander name setting in briefings and events
Scenario: Changed Silkworm site locations in "Red Sea Breakout 1988" to slow down scenario a bit for new players
Scenario: totally reworked "NATO/Dangerous Straits 1985" scenario
Scenario: added original version of "Mind the Gap" to NATO scenarios folder
Scenario: changed "Volga Exercise 1985" unit locations to fit new Kirov SS-N-19 range; updated briefings to match
Translations
Fixes from previous release:
Fixed issue where lists would jump back to top when items were selected
Patch for Noesis UI to fix a crash
Fix disposal issues in the new terrain loading (null ref)
Fixed loft pathing vs low fast targets
Fix weapon aiming not working at high time compression
Fixed visual inconsistency of object in overcast due to AmplifyColor depth mask compatibility
Mission Editor: Fixed inconsistent state of Weapon Status for Red groups
Missiles ignore timeout for max range calcs and drag calcs
Fix NAN waypoint distance calculation
Localization for abstract options menu items
Fixed the missile waypoints drifting too far ahead of their path, causing iffy guidance in some situations, like Tomahawks
Aircraft climb rate, and remove loft terminal fixed point logic, aircraft climb/descent rates in general
Aircraft not climbing when in lower throttle settings
Aircraft not pulling out of a dive in time
LoftToSkim false missiles going to skim state
Empty hover ranges for missiles with non zero typical target velocities
Factor in missile lifetime for auto range checks
Warning message in mission editor if campaign variables are not present in the file
Fixed terminal loft missiles attempting to do a terminal dive into the water
Sunburn freezing the game
CALCMs attempting to fly free
Failsafe: Recreate waypoint if unit has no waypoints
Missiles ignoring chaff
Some AAR data not saved/loaded
Clarified ambiguous language entries for "Multiple" contacts
Failsafe for nullref when unit returns to formation and other null refs
IR missiles accounted for FCR when selected for auto attack target
Missile effect durations
Unit waypoint behaviour
Fix loft issue from guidance update
Fix missile guidance when in stationary vs stationary situations
Search sensors are auto enabled when firing weapon that dont need them
Fixed AI CAP Behaviour when there are no suitable units to place a threat bearing
Fixed bomber formations causing leader to accelerate alone out of a loiter when attacking
Fixed sensor source rendering
Fixed issue with relative waypoints not regenerating properly
Fix excessive checks on target/weapon channels
Jianghu II hullnumber fix
Kurnass usn_aim-9p -> usaf_aim-9p
Added workaround to stop disabled weapon systems from firing
Language fallbacks not fully working
Fix bug with high altitude lofts intercepting fast targets
P-3C short names
Mission Editor: Attack waypoints lacks entries for ASROCs
Mission Editor: Potentional null ref aftar duplicating a group
Save/Load: Aircraft bingo fuel state reset to max fuel after reload
Save/Load: fire effect not found error during load.
Save/Load: Unit kill score now properly saved/loaded
Save/Load: Aircraft RTB state can be reset on loading save
Save/Load: Units changing altitude incorrectly on loading save
Save/Load: Formation control mode will now properly save/load
Save/Load: Flight deck launch time multiplies after save/load
Save/Load: Helicopter fuel consumption was reset on loading save
Save/Load: Unit engage task position was not saved properly, resulting in units attacking wrong area when loaded
Save/Load: Formation string parsing, random spawn for formations etc.
Save/Load: Fixes for airstrike loading
Units: PACAF F-4E 3rd TFS roundel location fixed
Units: Osa 2 PTG 'Late' loadout now has SS-N-2C as intended
Units: Kidd DDG now has SPQ-9 as an AssociatedSearchSensor
Units: Spruance ABL deck material
Units: Snorkel wave position on Yushio SSK
Units: Type 63 MLRS technical: extended the tubes to fit the projectiles correctly
Units: Kresta II SAM count 40 -> 48
Units: Q-5 right aileron movement direction
Units: jmsdf_ps-1 score value
Units: Added missing AS-11/12 for Alouette
Units: corrected Q-5, Q-5A aileron roll angle
Units: Cross Slot surface search radar now has unique radar system
Units: Ka-25Ts now has ready times (NOTE: mission makers should probably change the loadout for ready/airborne units to 'AEW' to prevent issues)
Units: Z-8 squadrons nation references
Units: Yuniy Partizan variants file typo
Units: typo in SS-N-3/3B/12/19
Units: corrected typo in tarantul RE dimensions
Units: Alouette II AS-12 loadout positions and offsets fix
Units: Jianghu II gun fire control radar rotation
Units: Spruance, Kidd, Ticonderoga - propeller blade count 6 -> 5
Units: Daphne SS (and delfin/albacora) torpedo tube 8 firing position fixed
Units: J-7III now has properly functioning DateBased loadouts for its AAMs
Units: LevelAttack profile enforced for Mk82 Snakeye loadouts
Units: MissilesToSaturate values corrected for most surface combatants
Units: excessive missile load on Sturgeon class SSN
Units: removed chaff from Tachikaze that it never had
Units: Knox FF reload time for ASROC launcher
Units: Luda class DD fixed HY-1 positioning
Units: Kaivan PTG (missile refit) now able to fire its missiles
Units: corrected ServiceDate entry for F-4D (1961 -> 1966)
Units: IRIAF F-4D now uses the IRIAF livery for its default variant
Units: IRIAF F-4D now is "F-4D IRIAF" instead of just "F-4D"
Units: AV-8C now has corrected loadouts, drop tank fuel amount, and gun ammunition loads, thanks to community modder L963 for researching this!
Units: AI roles for helicopters
Units: Knox class off-by-one hullnumber error
Units: skipjack 1968 profile image
Units: Jianghu II and III fixed GFCS rotation
Units: FCR rotation on Luda, Jiangdong classes
Sensors: Top Dome band is now X-band (meaning it can now be jammed by ALQ-99)
Sensors: MG-200 added passive gain
Weapons: flight times of RIM-7, SM-1, SM-2, SA-N-6, SA-N-7
Weapons: MIM-14 profile image
Weapons: many SARH missiles now have corrected seeker ranges
Weapons: ARMs can no longer be point fired arbitrarily and now require targets to emit again
Weapons: AGM-45 and AGM-65 flight profiles
Weapons: Rapier SAM flight profile
Weapons: AS-14 motor effect
Weapons: SS-N-2, HY-1J, YJ-6 fixed CIWS intercept chances
Weapons: FAB-1500, FAB-3000, corrected mass and AmmoPoints entries
Weapons: UB-16-57 corrected positions thanks to community modder Fifi!
Weapons: 57mm (nv_cal_57mm) typo in localization files
Weapons: corrected drag and flight profiles for RIM-2, RIM-24, RIM-66, RIM-67, SA-N-6, SA-N-7, SA-N-9, AIM-7, AIM-54, AA-7
Weapons: AGM-122 now has identical drag to AIM-9C
Weapons: SS-N-22 FinalFlightPhaseAlt 23 -> 32ft (same as TerminalAlt)
Campaign: Calculus of Conflict campaign mission 4A/4B, updated EA-6B loadout and airbase magazine for AdvancedARM
Campaign: Molniya : restored proper image for mission 2 in linear campaign screen
Campaign/Scenarios: fixed several typos/date mismatches in Dangerous Straits 1985 and Mind the Gap
Campaign: fixed preloaded submarine torpedo issue in missions 4 and 5 which prevented submarines from reloading properly
Scenario: Dangerous Straits 1985 fishing boat flag; shore gun heading
Scenario: Added UnlimitedFuel=True to SH-2F in "Better Part of Valor 1988"
Scenario: added torpedoes to airbase ammunition in "Showdown off Guam 1985"; corrected squadrons to PACAF squadrons for E-3A and F-4E
Scenario: completion objectives for "Showdown off Guam 1985" adjusted
Null refs
Hello from the Triassic Games team!
We are releasing another patch today which fixes a major issue with missile speeds not working as expected. This especially affected missiles with group guidance capability, like the Granit or Bazalt (SS-N-19 and SS-N-12). Several fixes for the Molniya campaign are also included along with more weapon tuning.
This release also adds a new folder into the Scenarios menu called "Intro Scenarios". These are basic beginner scenarios, ideal for new players, intended as a place to start after completing the tutorials:
Red Sea Breakout - NATO (1988): USS Yorktown has been directed to force the Bab al-Mandab Strait. Soviet-backed Yemeni forces are attempting to deny the passage with fast attack craft, MiG-21 fighters, and coastal missile batteries. Fight through the defenses and enter the Gulf of Aden to assert the right of innocent passage.
Narvik Counterattack - Soviet (1985): NATO forces are attempting to attack our beachhead at Narvik. Command two Northern Fleet destroyers to repulse their attack.
Thanks to the community for your continued support!
Fixes from previous release:
Campaign: Molniya missions 3, 4, 5 fixed some AI units with incorrectly overridden ROE to Weapons Tight
Fixed corrupted Mission Editor map centerpoint icon
Fixed missiles not accelerating properly
Fixed issues with group guidance for Granit and Bazalt missiles
Fixed booster run times and ground unit targeting
Null refs
Improvements and additions:
Campaign: Molniya mission 4, removed S-3A that immediately spots the player
Sensors: DECM/OECM behavior revised, most advanced ECM sets are somewhat more capable against missiles (slightly higher JamChance)
Weapons: increased initial flight duration of UGM-109
Weapons: AGM-84 acceleration increased to 0.5G
Removed port side windows on E-2
Translations
Scenarios: adding new Intro scenarios folder; new intro/beginner scenarios "Red Sea Breakout 1988" and "Narvik Counterattack 1985"
Today we are posting another hotfix for a few issues encountered recently. This patch release resolves the issue with tutorial search areas not appearing on the map, corrects firing arcs for the Kashin Mod destroyer's SS-N-2C missiles, along with other small fixes.
We have now added a "Restart Mission" button to both the Pause menu and the Debrief/AAR menu. Additionally, many weapons have received a proper sustainer effect, with more to come later on. This patch includes minor stat updates for weapons and adds South Yemen nation for some upcoming scenarios.
Thanks to everyone in the community for continued support!
Fixes
- Fixed an issue where trigger Action_UnitWaypoints could not properly read waypoints with speed/EMCON/ROE/altitude changes
- Fixed issue with tutorial windows not enabling marked areas on the map
- Disabled white monolith which hid somewhere in the vastness of the ocean
- Incorrect arc size calculation for Kashin Mod SS-N-2C
- Edge case in land unit braking to fire
Updates and additions
- Updated Noesis UI to 3.2.12
- Updated translations
- Weapons: USN SAMs (SM-1, SM-2, RIM-7M) - increased maximum target speed by roughly 10-25%
- Weapons: added improved sustainer rocket effects to all weapons that have sustainers
- Weapons: SA-5 updated with kinematics
- Weapons: Sea Cat Mk.1 and Mk.2 now have anti-surface capability
- Units: SA-N-3 and SA-N-7 amended AssociatedSearchSensors as these systems have optical FC backups
- Added Restart Mission button to pause and debrief window
- Weapons: Add the ability to have dynamic sustainer and trail durations based on missile flight time or missile burn times
- Units: Added South Yemen separatists as new nation, added flag, added South Yemen squadron to MiG-21, added new International Terrorists flag
This patch fixes some invincible land units as well as some other minor issues.
Fixes
- Some collider definitions to fix some invincible units
- Urals had ridiculously high normalmap values, toned that down
- Mobile land units with rear arc could not align to target
- Weapons: MM38 exocet material
Updates and additions
- German translation
- Biologics now have randomized speed when telegraph above 1 is set, to make them less distinguishable
- Ability to retexture any material of an unit depending on variant
Here's another patch with some general fixes. Notable highlights include some improvements to the campaign persistence, some visual improvements, and lots of changes to weapon performance and characteristics.
Fixes
- Campaign: Molniya missions 4 and 5 fixed issue with persistence of logistics ships
- Units: fixed missing language entries for PACAF F-4Es
- Units: Skipjack SSN encyclopedia length 97m -> 76m
- Units: PACAF F-4E scheme low-viz USAF roundels corrected location
- Fix weapons being launched beyond max range
- Fix underwater missiles stalling
- Smokeless rocket motor FX accidentally infinitely looping
- Weapons: SS-N-19 flight profile bug
- Weapons: Mk-46 unable to hear quiet submarines at max seeker range
- Weapons: RIM-66 positioning on Mk26 rail
- Weapons: flight profile for Exocet missile is corrected, 32ft cruise, 23ft approach, 7ft terminal
- Some shadow quality not applied
- Return scenario folder descriptions to existence
- Scenario: Incorrect date in PLAN 03 briefing
- Restored loadout name to aircraft Ready groups in Flight Deck UI for German localization
Updates and additions
- 114mm Coastal Artillery tweaks and LODs
- Weapons: standardized AShM radar cross-section - larger missiles will have slightly higher cross sections now
- Weapons: RGB-1 and RGB-3 lifetimes corrected (45 and 5 minutes respectively)
- Weapons: added Home On Jam (OECM tracking) for many weapons:
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- SA-N-1C, 3, 6, 7, SA-4, 5, 6, 11
- Harpoon, TASM, many soviet AShMs
- SM-2, RIM-8, AIM-54A, RIM/AIM-7M
- Weapons: slight tweak to some SAM MaxFlightTime values
- Weapons: adjust SS-N-12/SS-N-19 seekers for more reliable target distribution
- Weapons: flight profiles for AGM-84 harpoons, launch is now smoother and more dynamic
- Weapons: MM38 exocet remodeled and retextured
- Sensors: fighter radars with LookDownMultiplier=0 now changed to be able to detect aircraft at extremely short range
- Sensors: standardized MinAlt entries for fighter radars, mostly lower radar floors
- Changed formation "Air Defense Orders" to "Rules of Engagement" in context menus
- Units: MPAs now have corrected sonobuoy counts
- P-3C: 84x sonobuoys (from 60x)
- P-2H: 40x sonobuoys (from 60x)
- Tu-142M: 140x sonobuoys (from 42x)
- Il-38: 150x sonobuoys (from 32x)
- P-3C: 84x sonobuoys (from 60x)
- Units: Ka-27PL sonobuoy type changed to RGB-NM-1 exclusively
- Translations
- Weapons: AGM-84C
- Weapons: small sustainer rocket motor effects for non-jet powered antiship cruise missiles (like exocet or SS-N-2)
- Added following land units:
- AAA truck with 57mm S-60
- AAA truck with 37mm 61K
- AAA truck with 23mm ZU-23
- AAA truck with 57mm S-60
Today we are releasing Patch 0.7.3, which resolves a UI crash and rolls in additional fixes for the campaign, as well as some unit/sensor enhancements and fixes. This update also introduces new environmental enhancements, including experimental sun shafts and improved fog.
These environmental features are disabled by default and can be enabled in Video Options.
We have also reduced gun CEP by 40 percent across all ship guns. This is the first step in a broader effort to improve naval gun performance and behavior. Further refinements are planned.
Thanks everyone for your continued support!
Fixes
Additions and Improvements
Hello from the Triassic Games team!
We are releasing a small hotfix update for the v0.7.1 release. This update fixes some issues encountered with weapons and the campaign, and also adds Vietnamese as a fully supported language for Sea Power.
Thanks everyone for your continued support!
Newly added features in this release:
Added Vietnamese as a fully supported language for all game menus (missions and campaigns WIP)
Units: Blank liveries added for all non-Soviet aircraft (Soviet aircraft WIP)
Changes from previous release:
Added ability to switch selected unit loadout in Encyclopedia via Unit Reference loadout dropdown
Updated Noesis UI to 3.2.11
Kinematics: missile drag factor capped at 10 for now
Launched air units will now have the same crew skill as their carrier
Weapons: Mk46 range 8nmi -> 4nmi, seeker FOV increased 60 -> 90, changed seeker type from active to active/passive
Weapons: Mk48 now only uses passive guidance when attacking ships
Weapons: small tweaks to AA-8 range and typical firing parameters
Sensors: OECM (ALQ-99, Buket, Azaliya) increased gain
Translations
Fixes from previous release:
Fixed hypersonic Walleyes
Fixed zero typical launch speed missiles under-performing
Persistence data applied while loading a campaign mission save
Mission Editor: Tooltip style did not support max width of text and text wrapping
Weapons: Mk37 torpedo unable to attack surface targets
Campaign: Molniya mission 2 civilian casualties objective was not completed properly
We are releasing a small hotfix update for the v0.7.0 release. This fixes a few issues encountered today with missile and torpedo retargeting mistakenly, and enhances some aspects of voiceovers, units, and the new campaign. Thanks everyone for your continued support!
- Fixed an issue where some missiles/torpedoes could not be re-targeted properly
- Voiceovers: added missing UK VOs (still need radio effect and boost volume); fixed issue with CN VOs using incorrect We're Hit callout
- Units: early Belknap, Leahy, Long Beach with "Late" loadouts with RIM-67A SM-1ER
- Units: add new SPS-39 antenna to early Coontz and Leahy ships
- Campaign: Strike Group Molniya dispatches reformatted for better display on all resolutions; note about Kynda missile reloads added to mission 1 for clarity
- Translations
Current Release
22867226
Uploaded May 04, 2026
System Requirements
How to Install
Sea Power.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
9.3 GB
22867226
EBB6DF5C
d3dc6fbbcdd898d4f3b2e213557d2469703885ed4a625da0735d1d93bb46cc47
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